Races: Difference between revisions

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Aloria is brimming with a plethora of races scattered all about the lands and seas alike. Alorian races are all incredibly diverse and individually unique, spanning from the prosperous Humans and their excellent ability to expand, the Mekett, whose strong culture has only recently surfaced from the deepest pits underground. What makes a race different from any other beast is primarily its sentience; a race has the ability to think, communicate, and is able to be aware of itself, while a beast cannot always do that. Races are playable on MassiveCraft while beasts are typically not, and when referenced, race names are capitalized and beast names are left lowercase. For example, a troll is a beast, while an Orc is a race.
Aloria is brimming with a plethora of races scattered all about the lands and seas alike. Alorian races are all incredibly diverse and individually unique, spanning from the prosperous Humans and their excellent ability to expand to the Maraya, whose strong culture and ancient heritage has only recently begun to become more apparent to the world. What makes a race different from any other beast is primarily its sentience; a race has the ability to think, communicate, and is able to be aware of itself, while a beast cannot always do that. Races are playable on MassiveCraft while beasts are typically not, and when referenced, race names are capitalized and beast names are left lowercase. For example, a troll is a beast, while an Orc is a race.
==Human==
==Human==
{{Race Table
{{Race Table
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{{Race Table
{{Race Table
|title = [[Ch’ien-Ji]]
|title = [[Sihai]]
|color = 8A7EF7
|color = 8A7EF7
|image = chienji.png
|image = Newchiarty.png
|caption = Small ships sailed between towns, propelled by breezes cast from tired mages.
|caption = Small ships sailed between towns, propelled by breezes cast from tired mages.
|text = Quiet and elusive, the Ch’ien-Ji are no new people to the world of Aloria. These seafaring folk are masters of the sail, using their unique prowess in magical arts to help with their maritime efforts. Proud, peaceful, and wise, the Ch’ien-Ji grew rapidly from their homeland of the [[Yang-Tzu Isles]], going onwards to establish an early trade empire. However, their progression into what could’ve been a magnificent society has been stunted by the aggressive [[Wulong]], a beastly people who shared the isles with the Chi’en-Ji. Many years of bloody war and conflict polluted the isles, and copious amounts of Chi’en-Ji fled their homeland in pursuit of better lives. Being a beacon of opportunity and a fresh start, the city of [[Regalia]] houses the shorter Humans, regardless of their peculiar culture and their distant native land. Typically, Regalians treat them as first class citizens, despite their unfamiliar oriental culture. The rituals and habits of these people tend to be endearing to those who are native to Regalia, though they tolerate the behavior as a cultural anomaly. Chi’en-Ji typically have olive or tan skin tones, with black hair and golden eyes to compliment it. Their language and naming patterns are usually based off real-world Korean, Chinese, or Japanese.
|text = Quiet and elusive, the Sihai are no new people to the world of Aloria. These mysterious easterners are able to shift their form based on the position of the lunar cycle, rich in their own history and legends, dozens of centuries old. The Sihai Empire in the far west hides many secrets, the Sihai having all the means to unlock them, yet keep them hidden away from the world also. Seeking both isolation and contact with the outside world, entrepreneurs and explorers alike sail to the west, bringing exotic goods and tales to the eager mouths and ears of the Regalians, making a home far away from home, and bringing the wealth of the exotic cultures of their homeland to the west, enriching the whole world around them, and themselves in the process.  
|below = Human
|below = Human
|}}
|}}
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|title = [[Qadir]]
|title = [[Qadir]]
|color = 8A7EF7
|color = 8A7EF7
|image = Browneyes.png
|image = QadirFemale.png
|caption = The gentle ticking of the Almuttaq divines the path to Esrah Alwattah in earnest.
|caption = The gentle ticking of the Almuttaq divines the path to Esrah Alwattah in earnest.
|text =  
|text =  
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|title = [[Songaskia]]
|title = [[Songaskia]]
|color = 8A7EF7
|color = 8A7EF7
|image = Songaskia2.png
|image = Newsongy.png
|caption = As the sun dials turned, the focus point was cast in fire, and soon, the convict was no more than ash.
|caption = The last hope of a long-dead power
|text = Fiery and cruel to other races, the Songaskia control a major rivalling Empire to [[Regalia]], the Masaya of [[Farah’deen]]. The Songaskia are dark skinned humanoids with white hair and golden eyes that betray a past intricately linked with magic and the disappearance of Dragons from their corner of the world. Ever militant and magical, the Songaskia combine the arts of warfare with magic to establish their dominance to the south east of Regalia, in an ever escalating conflict of supremacy. Wars between the [[Ailor]] and the Songaskia are frequent, but war is not all these desert dwellers are good at. Infamous pirates and slavers, to be captured by the Songaskia is to be sent on a wild journey through the pearl cities of the desert, massive bastions of Songaskia power and wealth. Between the gold domed palaces of the desert princes, processions of magic herald the supreme rule of the sun, the focus of Songaskian religion. Songaskia’s found in Regalia are often a painful reminder to the Regalian Empire of the short lived occupation that is all too fresh in memory.
|text = In the far-off distant sands of Farah’deen stand the towering pearl cities of the Songaskian Masaya, home to the heirs of the Elders and the Great Old Ones. The Songaskian Empire spans the massive continent of Farah'deen and stands as one of the foremost threats to Regalian supremacy, equalled only by the Kathar Dread Empire. The Songaskians, who sport a turbulent and relatively recent history, do not have a very distinct mark on the world, but it would be foolish to not acknowledge their hand in nearly every modern event. The last remaining remnants of the Dragons, the Songaskians have proclaimed themselves the inheritors of the crown of the world, a title once held only by the majestic winged creatures that roamed the skies and lorded over the mortal races. Poised to strike from the great pearl cities built by their Sariyd forerunners, the Songaskians spread their proverbial wings across the oceans, gathering resources and manpower to achieve their own goals of world domination. Others yet continue to follow in the footsteps of their Draconian ancestors, living lives of study, self-exploration, and development to become the worthy descendants the Dragons wished them to be.
|below = Human
|below = Human
|}}
|}}
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|caption = With a single kick, the horse was spurred with a cry as the arrows flew overhead
|caption = With a single kick, the horse was spurred with a cry as the arrows flew overhead
|text =  
|text =  
To many, the Avanthar are the wild horse masters of the plains of [[Daendroc]] and the open fields stretching into [[Lusits]]. While originally being an [[Elven]] race, the Avanthar have since their first interbreeding changed far away from their Elven lineage due to their belief that the Elven race was physically inferior to the Ailor (and other races for that matter), and that they should absorb the strengths of other races. In many ways, the Avanthar have become a half-breed race, but they have developed their own unique features that set them apart from other Half-Elves. Their culture is also a far cry from the old Elven high standard of living, having reverted to being pasture nomads, but isn’t nearly as barbaric as it is often implied by ignorant [[Ailor Cultures|Daendroque]] settlers. Avanthar engage in an aggressive guerrilla style warfare employed against primarily [[Orc|Orcs]], while taking the unofficial mantle of the protectors of the plains, and all that live within. Skillful with a bow and large in number, the Avanthar are primarily a war-like race that continue the fight against the Orcs. Even three centuries after the last semblance of their [[Elven_Empire|Empire]] collapsed, the Avanthar steele on in the hopes of one day cleansing their lands of the green menace and taking up a leading role in what they call the Nelfellim, the resurgence of their Empire.
To many, the Avanthar are the wild horse masters of the plains of [[Daendroc]] and the open fields stretching into [[Lusits]]. While originally being an [[Elven]] race, the Avanthar have since their first interbreeding changed far away from their Elven lineage due to their belief that the Elven race was physically inferior to the Ailor (and other races for that matter), and that they should absorb the strengths of other races. In many ways, the Avanthar have become a half-breed race, but they have developed their own unique features that set them apart from other Half-Elves. Their culture is also a far cry from the old Elven high standard of living, having reverted to being pasture nomads, but isn’t nearly as barbaric as it is often implied by ignorant [[Daendroque]] settlers. Avanthar engage in an aggressive guerrilla-style warfare employed against primarily [[Orcs]], while taking the unofficial mantle of the protectors of the plains, and all that live within. Skillful with a bow and large in number, the Avanthar are primarily a war-like race that continue the fight against the Orcs. Even three centuries after the last semblance of their [[Elven_Empire|Empire]] collapsed, the Avanthar steele on in the hopes of one day cleansing their lands of the green menace and taking up a leading role in what they call the Nelfellim, the resurgence of their Empire.
|below = Magus
|below = Magus
|}}
|}}
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|caption = A gentle wind blows at the windmill, the only movement on a quiet plain.
|caption = A gentle wind blows at the windmill, the only movement on a quiet plain.
|text =  
|text =  
Cielothar as a name refers to the more agrarian Elves who are also commonly called the Wind Elves. This nickname comes from the fact that central to all of their settlements stands a massive windmill that doubles as their main granary as well as their social gathering center. The Cielothar are often seen as the antithesis of the [[Altalar]], believing in a tranquil existence in worship and respect of the forest, in harmony with nature and the land and at peace with the wildlife of the world. The Cielothar have returned to a much simpler agrarian existence, rejecting the urban and decadent lifestyle of the Altalar Elves and all war-like behaviors associated with it. Ironically enough this always causes the Cielothar to be seen as the victim Elves, their strong adherence to pacifism making them soft targets for [[Orc]] raiders or Human bandits. The Cielothar are often seen as infantile and naive by the other Nelfin denominations, though they have a natural affinity for [[Light Magic]] and [[Wind Magic]] and are exceptionally skilled when dealing with animals and taking care of their needs.
Cielothar as a name refers to the more agrarian Elves who are also commonly called the Wind Elves. This nickname comes from the fact that central to all of their settlements stands a massive windmill that doubles as their main granary as well as their social gathering center. The Cielothar are often seen as the antithesis of the [[Altalar]], believing in a tranquil existence in worship and respect of the forest, in harmony with nature and the land and at peace with the wildlife of the world. The Cielothar have returned to a much simpler agrarian existence, rejecting the urban and decadent lifestyle of the Altalar Elves and all war-like behaviors associated with it. Ironically enough this always causes the Cielothar to be seen as the victim Elves, their strong adherence to pacifism making them soft targets for [[Orc]] raiders or Human bandits. The Cielothar are often seen as infantile and naive by the other Nelfin denominations, though they are exceptionally skilled when dealing with animals and taking care of their needs.
|below = Magus
|below = Magus
|}}
|}}
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{{Race Table
{{Race Table
|title = [[Drowdar]]
|title = [[Sihndar]]
|color = 8A7EF7
|color = 8A7EF7
|image = drowsplash.png
|image = drowsplash.png
|caption = Far from Aloria's prying eyes, their armies stood strong against the Void demons.
|caption = Their armies stood strong against the Void and Exist Incursions, whilst hunting down corruption across Aloria with extreme prejudice.
|text =  
|text =  
The Dark Elves of [[Drowda]] have a history that reaches back to the conclusion of the third [[Void Invasion]] and the resulting [[Cataclysm]]. Once normal Altalar Nelfin (or [[Elves]]) who fought avidly for their goddess [[Estel]], their aggressive and militaristic nature and obsession with demons made those around them uneasy. Even when the demons became entrapped on the [[Drowda|Forbidden Continent]] and Aloria was met with relative safety, these people insisted that more needed to be done. The Drowdar Elves were cast from society due to their frightening adamance to completely destroy Behesael’s army once and for all. Eventually, these Dark Elves flocked to the Forbidden Continent to finish the work they had tried to convince their fellow Altalar to do. The contamination from the continent colored their skin an alien blue and their hair silvery white. To this day, the Drowdar elves predominantly live their lives in citadels on the faraway continent, battling off the torrent of demonic armies and the Kathar elves that roamed the land. While very few are seen to leave Drowda, those that do were either exiled or left by choice. They are treated with suspicion from the rest of the world. [[Regalia]]ns typically grow uncomfortable around dark elves, and they’ll most often be treated as if they were unpossessed [[Kathar]], despite the Drowdars’ deep hatred for their grey-skinned cousins. Certainly being exposed to so much void contamination had its drawbacks. Anything from the Forbidden Continent couldn’t be good news. Yet the Drowdar knew that their minds were clear and their cause was pure. They would be the saviors of Aloria.
The [[Sihndar]] are the remnants of an ancient people known as the [[Drovv]], a now extinct race of people which had been incorporated into the [[Allorn Empire]]. The Grandening period of the [[Altalar]] history saw the rise of the [[Cult of Dronnal]], a militarily inclined cult formed by the Altalar which the Drovv people developed. In the end as the Empire fell when the [[Cataclysm]] beset them, they too fell, though a different event occurred upon [[Drowda]], this event being referred to now as the [[Wretched Tear]]. This catastrophe infected their people with the Northern Taint. Their skins turned dark purple and grayish-blue, and their hair turned white. Many of them died, poisoned by the [[Void]] and [[Exist]] energies that infected them, but those that survived would eventually form the foundation of Sihndar society. Forged by their newly acquired scars these survivors would learn to inhabit the very world twisted and warped around them. They developed the strategic belief that while they needed to remain stalwart at home and keep Drowda clean of taint, that the rest of the world also needed to be cleansed in order for the healing process to truly commence. To this day, the Sihndar roam the world, hunting what they consider vile corruptions wherever they can find it, making enemies, but also alliances, with other Races and other people wherever they go with the ultimate goal of redeeming their Race.
|below = Magus
|below = Magus
|}}
|}}
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|image = isldarsplash.png
|image = isldarsplash.png
|caption = They faded and returned before anyone could fathom what had happened.
|caption = They faded and returned before anyone could fathom what had happened.
|text = An elusive and mysterious race, the [[Isldar]] prefer to remain shut off from the rest of the world, instead weaving their way into [[Ellador]]ian legends. This Nelfin subrace holds a central belief that [[Dragon]]s gave life to the world. They say the more elusive Isldar remain sheltered away, tending to the remaining [[Frost Dragon]]s and [[Frostweaver]]. Thanks to their icy seclusion, this subrace bears very similar features, including pale, blue-tinted skin, blue eyes, and white hair. Naturally, Isldar share the typical angular features and pointed ears of other Nelfin. As the existence of most Isldar revolve around their religious beliefs, any Isldar who leave the hold are often considered traitors or heretics for violating religious beliefs. Aside from these beliefs, Isldar appreciate song and music but generally lack the intellectual decadence of other Nelfin sub-races. Many Isldar cannot read or write, speak solely Nelfin or broken Common, and are assumed dependant on magic. Other aspects of Isldar culture and beliefs still remain a mystery as the Nelfin sub-race continues to guard its society, embedded in the worship and fear of the ancient Frostweaver dragon.
|text = An elusive and mysterious race, the [[Isldar]] prefer to remain shut off from the rest of the world, instead weaving their way into [[Ellador]]ian legends. This Nelfin subrace holds a central belief that [[Dragon]]s gave life to the world. They say the more elusive Isldar remain sheltered away, tending to the remaining [[Frost Wyverns]] and [[Frostweaver]]. Thanks to their icy seclusion, this subrace bears very similar features, including pale, blue-tinted skin, blue eyes, and white hair. Naturally, Isldar share the typical angular features and pointed ears of other Nelfin. As the existence of most Isldar revolve around their religious beliefs, any Isldar who leave the hold are often considered traitors or heretics for violating religious beliefs. Aside from these beliefs, Isldar appreciate song and music but generally lack the intellectual decadence of other Nelfin sub-races. Many Isldar cannot read or write, speak solely Nelfin or broken Common, and are assumed dependant on magic. Other aspects of Isldar culture and beliefs still remain a mystery as the Nelfin sub-race continues to guard its society, embedded in the worship and fear of the ancient Frostweaver dragon.
|below = Magus
|below = Magus
|}}
|}}
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|below = Magus
|below = Magus
|}}
|}}
==Maia==
==Maia==
----
{{Race Table
{{Race Table
|title = [[Maraya]]
|title = [[Maraya]]
|color = 8A7EF7
|color = 8A7EF7
|image = Meraiaperson.png
|image = Meraiaperson.png
|caption = They awoke to a great purpose, and built their hives with a fearsome vigor.
|caption = Exotic in color, ancient in culture, unique in body
|text = Perhaps the oldest still-living race in the world of Aloria, the Maraya are the last remnants of the forgotten Meraic Civilization. When their race and world-spanning empire faced ultimate destruction at the hands of the Void Invasion of their time, the Maraya made a desperate attempt to preserve their own race and future in the so-called Tohn Valeer, a massive underground stasis vault in which a part of their race attempted to weather the storm of the Void Invasion. The stasis lasted far longer than was originally intended however, causing their sleeping people to undergo slow but strange physical mutations due to the imperfection of the magical stasis. When the Maraya emerged from their decrepit vault that had been sealed for nearly three thousand years, they were faced with a new, un-familar world with equally unknown inhabitants. Worse yet, the Maraya suffered severe amnesia and uncertainty, as everything they had once known was either lost or unknown to them. With only the vaguest whispers of their once-global rule in the back of their minds, the Maraya now struggle to find a place in the world where they are but an ancient whisper of the past with no clear future ahead of them.
|text = The last remnants of the ancient [[Meraic Civilization]] and survivors of the [[Void Invasion]], the Maraya, otherwise known as the Sleepers, are the oldest still-living race in [[Aloria]]. When faced with imminent extinction, the greatest minds and mages of the their world-spanning Empire came together and constructed the [[Tohn Valeer]]; massive underground stasis vaults intended to preserve their species in an centuries-long slumber. Their slumber could only last so long, however. At the end of the Void Invasion that had pressed them into their vaults, [[Magic]] was drained from the world, an event unforeseen by the Meraic. With each passing century, extinction loomed ever closer to the sleeping race, with Tohn Valeer vaults worldwide failing without the Magic used to sustain them. While some vaults became the final grave of their inhabitants, others managed to preserve the lives of their inhabitants, and others still were subject to magical corruption, altering the biology of the Maraya within. Eventually, with the destruction brought by the Cataclysm and the [[Wildering]] in the [[Allorn Empire]], the vault seals were broken and exposed, and the sudden burst of Magic preceding these events re-activated the magic of the vaults, awakening those inside. Wrought by memory loss and the effects of long term hibernation, the Maraya that emerged into a world that was alien and hostile to them. Guided by their [[Tohn Sona]] (holy scriptures of the past), they set out in the world to try and reclaim some of their lost glory. In immediate opposition to the [[Allar]] and [[Slizzar]], the Maraya continue to struggle in a world where they increasingly come to realize that their past is long behind them, and that they have to adapt to survive in a world that is too full of other Races all fighting for dominion.
|below = Magus
|below = Maia
|}}
|}}



Revision as of 20:11, 11 February 2020

Aloria is brimming with a plethora of races scattered all about the lands and seas alike. Alorian races are all incredibly diverse and individually unique, spanning from the prosperous Humans and their excellent ability to expand to the Maraya, whose strong culture and ancient heritage has only recently begun to become more apparent to the world. What makes a race different from any other beast is primarily its sentience; a race has the ability to think, communicate, and is able to be aware of itself, while a beast cannot always do that. Races are playable on MassiveCraft while beasts are typically not, and when referenced, race names are capitalized and beast names are left lowercase. For example, a troll is a beast, while an Orc is a race.

Human






Magus








Maia


Gorr






Special Races